v1.0.1
v1.0.1
Update 1.0.1: - Added PT-BR localization - Fixed the direction of rotation of engines and generators when the shaft is directed up and down. - Inventors of "perpetual motion machines" do not give us peace, inventing new ways to generate free energy. This time we really found a small error in the calculations. We also had to rebalance the engines and generators again. The formulas were not touched. In the description, they have additional parameters that were previously unimportant. You may have to break and put them back. Energy production will most likely decrease, so we advise you to use the normal speed of the wind turbine, or a reduced one. If more "perpetual motion machines" are not invented, then we will soon make small graphs for a better understanding of the principles of operation of engines and energy production in generators. I hope for your understanding. - Added recipes for crafting insulated cables from non-insulated ones. - Slightly corrected information about the transformer power when hovering over it.
Обновление 1.0.1: - Добавлена локализация PT-BR - Исправлено направление вращения у двигателей и генераторов, когда вал направлен вверх и вниз. - Изобретатели "вечных двигателей" нам не дают покоя, придумывая все новые способы выработки бесплатной энергии. На этот раз мы действительно нашли небольшую ошибку в расчетах. Также снова пришлось перебалансировать двигатели и генераторы. Формулы при этом не трогались. В описании у них вывели дополнительные параметры, которые ранее были не важны. Возможно вам придется сломать и поставить их заново. Выработка энергии скорее всего станет меньше, поэтому советуем использовать нормальную скорость ветряка, либо пониженную. Если больше "вечных двигателей" не изобретут, то мы вскоре сделаем небольшие графики для лучшего понимая принципов работы двигателей и выработки энергии у генераторов. Надеюсь на ваше понимание. - Добавлены рецепты крафта изолированных кабелей из неизолированных. - Немного поправлена информация о мощности трансформатора при наведении на него.
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470 |
3 days ago |
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electricalprogressivebasics_1.0.1.zip |
1-click install |
v1.0.0
v1.0.0
Update 1.0.0 (Release):
- Electricity damage was also inflicted on objects thrown on the ground. Now only living creatures will receive damage, and not all entities.
- Burnt-out devices, although they do not conduct current, will be considered part of this circuit. Burnt-out devices/wires will also cause damage upon contact with them, even if they were previously insulated.
- Insulated cables and all working devices are safe upon contact with them. All cables and devices have a moisture resistance parameter. If there is no moisture resistance, then your device/cable risks burning when in contact with rain, snow, hail and spilled water nearby! When in contact with lava, they burn, break and most likely be destroyed. Be careful.
- All electrical devices and cables will need to be broken and reinstalled!!! Otherwise, they will cause damage to everyone, or burn when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull in the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.
Обновление 1.0.0 (Релиз):
- Урон от электричества наносился еще и предметам брошенным на землю. Теперь получать урон будут только живые существа, а не все сущности.
- Сгоревшие приборы хотя и не проводят ток, но будут считаться частью этой цепи. Сгоревшие приборы/провода также будут наносить урон при контакте с ними даже, если они до этого были изолированные.
- Кабеля в изоляции и все работающие приборы безопасны при контакте с ними. Все кабеля и устройства имеют параметр влагоустойчивости. Если влагоустойчивости нет, то ваше устройство/кабель рискует сгореть при контакте с дождем, снегом, градом и разлитой рядом водой! При контакте с лавой они сгорают, ломаются и скорее всего уничтожаться. Будьте аккуратны.
- Все электрические приборы и кабеля вам нужно будет сломать и установить снова!!! Иначе они будут наносить всем урон, либо сгорят при контакте с дождем/водой/снегом сразу при заходе в мир. После переустановки этих блоков игра корректно подтянет изменения. Советуем сделать это до установки этого обновления. Также советуем сделать бэкап мира, на всякий случай.
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May 12th at 2:03 PM |
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electricalprogressivebasics_1.0.0.zip |
1-click install |
v0.9.10
v0.9.10
Update 0.9.10: - In items that can store energy, the energy unit has been changed to Joules. - Added small particle effects underfoot when struck by electricity, as well as black smoke rising from burnt objects. The impact on performance is minimal. - Added AI translations of localization for Ukrainian, Polish and German. - Added an alternative recipe for crafting a 128V battery, where coal is replaced with crushed charcoal. Players are not always able to quickly find coal deposits. - Fixed a unique bug (I hope) when installing and breaking generators and motors on multiplayer servers.
Обновление 0.9.10: - В предметах, которые могут хранить энергию, единица измерения энергии исправлена на Джоули. - Добавлены небольшие эффекты частиц под ногами при ударе электричеством, а также черный дым подымающийся из сгоревших предметов. Влияние на производительность минимальное. - Добавлены ИИ-переводы локализации для украинского, польского и немецкого языков. - Добавлен альтернативный рецепт для крафта аккумулятора на 128В, где каменный уголь заменен на измельченный древесный уголь. Игрокам не всегда удается быстро найти залежи каменного угля. - Исправлена уникальная ошибка (надеюсь) при установке и ломании генераторов и моторов на многопользовательских серверах.
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May 8th at 7:03 PM |
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electricalprogressivebasics_0.9.10.zip |
1-click install |
v0.9.9
v0.9.9
- You can no longer charge burnt-out batteries and a 128V battery.
- Now you can use a chisel to break wires into pieces of metal 1:1.
- Now bare cables (without insulation) and metal blocks under voltage cause damage to the player and other entities.
- Больше нельзя зарядить сгоревшие батареи и аккумулятор на 128В.
- Теперь можно с помощью зубила разбить на кусочки металла провода 1:1.
- Теперь оголенные кабеля (без изоляции) и металлические блоки под напряжением наносят урон игроку и другим сущностям.
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May 3rd at 6:01 PM |
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electricalprogressivebasics_0.9.9.zip |
1-click install |
v0.9.6
v0.9.6
- Rebalanced and simplified the behavior of generators and engines. It will be easier for players to understand. - The possibility of creating a perpetual motion machine when the generator is self-powered by the engine has been eliminated. - Using more powerful versions of engines and generators is more economically feasible. At the same time, converting mechanical energy into electrical energy and back gives less useful power than it was originally. - The description of generators and engines now immediately displays their performance characteristics. - Corrections in the manual and descriptions of engines and generators - Minor corrections in the recipes of generators and engines
- Перебалансированы и упрощено поведение генераторов и двигателей. Для понимания игроков станет легче. - Исключена возможность создания вечного двигателя при самозапитке генератора двигателем. - Использование более мощных версий двигателей и генераторов экономические более целесообразно. При этом конвертация механической энергии в электрическую и обратно дает меньше полезной мощности, чем было изначально. - В описании генераторов и двигателей теперь сразу отображаются их рабочие характеристики. - Правки в руководстве и описаниях двигателей и генераторов - Небольшие правки в рецептах генераторов и двигателей
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Apr 19th at 2:05 PM |
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electricalprogressivebasics_0.9.6.zip |
1-click install |
v0.9.5
v0.9.5
- Fixed a crash issue related to a metal block
- Fixed the drop of turned-on devices. Now only turned-off or burnt-out variants will drop.
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515 |
Apr 11th at 8:48 PM |
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electricalprogressivebasics_0.9.5.zip |
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v0.9.4
v0.9.4
- We are fixing crashes on multiplayer servers again. Now everything should be fine.
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Apr 6th at 7:57 AM |
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electricalprogressivebasics_0.9.4.zip |
1-click install |
v0.9.3
v0.9.3
- Fixed transformer crafting
- Fixed a bug where breaking/installing a wire or electrical device would cause a crash. (I think)
- Fixed the operation of devices that did not want to turn on in instant network mode.
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Apr 5th at 9:07 AM |
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electricalprogressivebasics_0.9.3.zip |
1-click install |
v0.9.2
v0.9.2
- Fixed the code for the configuration file, which caused the devices to not work at all.
- A French translation has been added: some has already been translated to me, some by the neural network.
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Apr 1st at 7:22 PM |
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electricalprogressivebasics_0.9.2.zip |
1-click install |
v0.9.1
v0.9.1
- Fixed the problem with the Alt button, the signature flickering. When the button's bind is changed, it is displayed correctly.
- In-game guides have been added and updated.
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Mar 30th at 7:33 PM |
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electricalprogressivebasics_0.9.1.zip |
1-click install |
v0.9.0
v0.9.0
Launch of beta test
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Mar 29th at 12:37 PM |
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electricalprogressivebasics_0.9.0.zip |
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tehtelev Hello,
But the problem is that it makes the streetlights less usable. In the old mod, for example, I had interior lighting where it was just the lamp placed on the copper block, so there was a connection to the back of the block. I found this very useful to avoid having visible cables. It was expensive, but acceptable, and I found the idea very useful for the streetlights to do the same thing to avoid having cables on the ground.
Otherwise, isn't it possible to allow placement without blocks underneath to run a cable that will make the connection?
Same thing for the charging block; it's more practical to power it from below (it's possible to do this by placing another block next to it, which is possibly an unwanted bug, but practical).
Tomcat1789 Hello, it's normal, it's placed in the inventory section where the bags are.
Tier 2 accumulators won't go into the inventory. I also tested it in Creative and it's the same. Everything else seems to works fine.
AcidNight
The metal block conducts electricity, but not quite as players would like. We had to limit its capabilities slightly so as not to overload the pathfinder. Imagine that the metal block contains wires facing in all directions on all the inner faces of this block. So once an additional wire on the outside connects the inner faces to the lamp, which is on the outside. The block works well when conducting electricity through a wall or ceiling, straight or diagonally.
tehtelev Hello, the electricity no longer passes through the copper blocks? I started playing with it on my server and I did like the old mod for lighting and nothing passes on my side, it's complicated to set up the lampposts without them :s
small addition that I just saw, when the lamppost is on the copper block it works provided there is another electrical block next to it or a cable, otherwise it does not light up and once removed it will turn off
Afroman726
There are 3 pages about the mod in the game manuals.
This mod is awesome but are there any tutorials on it?
Civus Copy error logs or write to us in Bugtracker on GitHub how you do it and what the game writes
Found out, if you try to place a wire ontop of long grass you will crash to desktop.
Granted this may be an entierly me issue since I am playing on a heavily modded server
Kriky
This mod is not compatible with electricity and electricityaddon, as it continues the development of those mods. You need to uninstall electricity and electricityaddon.
When I click the battery icon in the guide, the game crashes to Windows.
Running on 64 bit Windows 10.0.26100.0 with 64728 MB RAM
Game Version: v1.20.10 (Stable)
09.05.2025 22:35:53: Critical error occurred
Loaded Mods: ATadMoreLight@1.0.0, acorns@0.7.2, aculinaryartillery@1.2.5, advancedsmithing@1.4.0, ancientarmory@1.0.6, bettercrates@1.8.0, bettersticks@1.2.0, buzzwords@1.7.0, chickenfeed@1.1.8, chiseltools@1.14.17, claycasting@1.2.3, czechpatch@1.2.5, driedpeat@1.1.0, vichnybackpack@2.2.90, extrachests@1.9.0, fieldsandplateaus@1.0.8, firelogs@1.0.0, flourbags@1.1.1, immersivecorpsedrop@1.0.3, long-term_food@0.2.1, millwright@1.2.0, molds@0.1.7, overhaullib@0.2.8, pigfeed@1.0.8, primitivesurvival@3.7.7, prospecttogether@2.0.3, sortablestorage@2.3.1, translocatorengineeringredux@1.5.6, game@1.20.10, vsimgui@1.1.8, zoombuttonreborn@2.0.0, alloycalculator@1.0.0, egocaribautomapmarkers@4.0.2, electricity@0.0.12, betterfirepit@1.1.5, BetterProspecting@1.7.0, betterruins@0.4.12, blacksmithenhancements@1.1.4, blocksoverlay@4.4.0, butchering@1.8.2, carryon@1.8.0-rc.4, commonlib@2.6.1, composter@1.2.1, compostgrass@1.20.10-dev.2, configlib@1.5.3, configureeverything@2.1.3, coreofarts@0.2.3, danatweaks@3.4.1, electricalprogressivecore@0.9.10, expandedfoods@1.7.4, extrainfo@1.9.9, fendragonbcs@0.1.7, foodshelves@1.6.3, fromgoldencombs@1.8.12, interestingoregen@1.2.0, joyofsailing@1.4.0, levelup@1.3.8, maltiezcrossbows@1.2.0, medievalexpansionwaterwheelstonksminuscows@1.0.1, meltcaster@1.0.2, morepiles@2.1.3, petai@3.4.3, claywheel@1.1.2, rpvoicechat@2.3.17, rustandrailroads@2.0.11, smithingplus@1.6.0-rc.2, statushudcont@3.2.6, stepupcontinued@0.0.1, stirlingmotor@1.0.1, stonebakeoven@1.1.6, th3dungeon@0.4.2, titaniumtools@1.0.8, vanillamoremolds@1.1.2, creative@1.20.10, survival@1.20.10, wildfarmingrevival@1.3.6, xlib@0.8.16, artofcooking@0.2.4, electricalprogressivebasics@0.9.10, electricityaddon@0.0.20, em@3.2.1, onestick@1.0.1, wolftaming@3.0.6, xskills@0.8.19, bricklayers@3.0.2, electricalprogressiveqol@0.9.10, xskillsnewclassesexp@0.1.0
Involved Harmony IDs: smithingplus, com.jakecool19.efrecipes.cookingoverhaul, extrainfo
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block electricity:cable-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 111
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch4(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 99
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 314
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass17_0.<addIngredientForInfo>b__5(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 727
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 233
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 525
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 689
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 469
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 562
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 393
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1936
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 50
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 422
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 392
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1906
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 337
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 906
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 201
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
fipil
Sure. We are working slowly.
To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough.
As for the problem with the chunk disappearing. It is not entirely clear why this happens, but we can definitely say that this can be affected by a weak or loaded server processor, or slow server file storage. We have a good server with Electricty and ElectricityAddon mods installed and not only, where this problem has never occurred since its launch and operation. And even the administrators who had this problem transferred the data to our server hosting, launched it and everything also worked stably.
Hi! I'm glad that someone took over the great Electricity mod as Anluin has not time to improve and fix his mod! Great work, thank you, keep it up please.
I noticed the Electricity Extensions mod, but what prevented us from using it was that we didn't want to use the all things.
I very appreciate this separating to more mods, so we can choose only some things to allow on our server.
Please would it be possible to make all items configurable? To give server admin more granularity, so he can select which blocks/items allows to use on the server?
For example: we allow to use just generators and motors and all basic stuff + heater + oven but no the electric tools (saw, chisel etc.) and no refridgerator etc?
Dividing to separated mods is great! It already allows to choose, but imho, it still needs more granularity.
And second question: we're still using the Electricity mod, but there is a bug, described here
See my comments under the issue, where I and someone else suspect the Electricity mod. We found out that the chunk hole apeears when the electricity network cross chunk column borders.
I hope that your version has not the described bug? :-)
AcidNight Using the 3 on 1 mode threatens constant rock and stone collapses if they are enabled.
tehtelev
Ha, it would be nice to be able to mass-produce the cables x) when I see the number of plates I'll have to make as a blacksmith XD
As for the electric drill, I recharged it before testing it, as I was looking for mod incompatibilities. I don't remember if I was level 1 on Xskill to see if it wasn't the same problem as with the diamond pickaxes. As for speed, I'm looking at the pickaxe, which is less expensive to make even in series. Even though the drill has a 1x3 mode, wouldn't it be more interesting to make a 3x1 mod, since the ores are more positioned in a cylinder when viewed from above, in a single line?
AcidNight
For now the wires will be like this. We need to make a device for pulling and mass production of wires.
Make sure you charge the electric drill - it works. The indicators 9 correspond to the mining speed of a table pick. Why even more speed?
tehtelev
Ha I was just wondering when I saw your last comment, but from what I tested solo I think the same as DefiledMage because when I looked there is not really a choice for voltage because almost everything is in 128V if I am not mistaken,
the lamps and street lamps for example because when I saw that the maximum intensity was 14A the big cables can only be doubled it is not much to make a sort of "power station", I was wondering if it was planned to have bigger
cables to make a distribution network or a bigger voltage just for transport and it is obligatory to go through transformers to use it, my friend thought of passing the cables under the roads and lighting the intersections but when I see the size
it is unfortunately impossible because of this limitation I think
ha I'm testing for the moment and I just saw that the drill is not working I have nothing falling and 9.9 in speed is it not low?
DefiledMage For transmission over long distances, it is recommended to increase the voltage. Also, do not forget that cables can be extended by pressing on them with the same cable, and insulated wires have 2 times less losses. I tested the operation of cables on the example of 128V copper at distances of 100-200+ blocks.
I think the cable resistance is too high. This is very limiting and forces the elements to be placed very close.
I want to use resistors to control each engine freely
FuFuFuta But why?
I think how many resistors can be added?
AcidNight
billyma6 Yes. You will need to break all the wires and devices installed on the ground and put them in inventory/chests. The safest and most reliable way will be to convert devices through the crafting grid. Because each device is also assigned its own code, its behavior, etc. If you want it, I will make the corresponding crafts for conversion.
billyma6
Hello, according to what he explained in the answer, you have to delete all the blocks because they are linked to the old mods, when asking the question I wondered if it was possible to take the IDs of the blocks but apparently not, so it's the same as when you delete a mod, you will have white blocks with question marks
tehtelev
Hello, here it was precisely to know everything for the time being, if it was me I would have installed it to test and make reports xD, here I just started to place 4 lamps and tested to show how it worked and he was already going
with the idea of making a storage building and passing the cables under the roads, but I just told him that the mod was no longer updated and that one is in preparation, so we will mainly prepare the resources (zinc/copper/iron plate),
that's why my request for the crafts and for the old blocks because I told myself that everything had to be removed and deleted before
Hi tehtelev, adding onto what AcidNight asked, so if I were to switch from the old mod to all the EP parts, would any of my items crafted during EA carry over when switching to EP? As for your point, does that mean that in order to properly make the switch, I'd have to destroy all my electrical blocks/devices beforehand to ensure the least bugs?
AcidNight Hi. The mod is not compatible with ElectricityAddon. They will not work simultaneously. We wanted to make it possible to convert devices and appliances to our mod. It turned out that there are quite a lot of changes at the code level, so in order to make a patch, players first need to break all their electrical appliances and wires. Are you sure you want to do this? In terms of functionality and crafting recipes for devices, there are no changes yet, but they will. There will also be a balance of device characteristics.
Hello, compared to the existing mod, will the crafts be the same? Will the crafts already made disappear once the mods are changed?
Shion We think we will have to make full-fledged power lines. And use cables for short distances.
Is there a future for hanging cables (from point to point) like in Vintage Engineering mod?
VaelophisNyx Insulated cables have half the loss of non-insulated ones. They will not cause damage to the player/creatures, they can be used safely in liquids and in the rain without fear of short circuits.
So what's the purpose of Insulated cables? just asthetics? Or are there plans for us to take damage if we touch an uninsulated cable with power running through it?
the transformer is uncraftable it may be me using xskills but im not sure might want to look into it i posted a picture on the github issue tracker
edit: its not xskills its the type call on the linen it needs to be called as a block not an item
LilianaXolkiyr Done
maybe a higher quality screenshot? It's pretty blurry when put to full screen. ^_^;;
AcidNight Yes. You can make a pull request with your translations for each Electrical Progressive mod.
Hello, for a French translation, can we share a GitHub with you? I'll look for long sentences here.
Thank you tehtelev
VoiCat Did as requested
This applies to all the modules, but could we get a more detailed description of what this mod add, how it works, etc? The concept is pretty cool but I'm not sure what we can actually do with this mod